dolly opened this issue on Nov 13, 2002 ยท 7 posts
dolly posted Wed, 13 November 2002 at 7:34 AM
Velen posted Wed, 13 November 2002 at 9:36 AM
well as your Map is full already with little or no extra space. I would save the model in a few part groups. then map each group separately. IE madelgroup1.ojb group2.ojb and so on. hope this helps Laters Vel
BeatYourSoul posted Wed, 13 November 2002 at 9:44 AM
Don't need to do that! Break the model into groups (e.g. in C4D break it into separate objects and group them, export the entire group as a .obj), but you can keep them in one object file (.obj does support multiple groups in a file). You can then map each group into its own UV space in, e.g. UVMapper, and save each group's UV space out as a separate template (note that many models do this, such as Daz3Ds Mike and Vicky). Be sure to save out the modified model with UV coordinates to reflect the changes in UV coordinates. As you can tell this can be a complicated process, but beats having multiple .obj's to represent a single model. If you need more indepth info about doing this in UVMapper, don't hesistate to ask. BeatYourSoul
noggin posted Wed, 13 November 2002 at 9:48 AM
If you are using UV mapper you can keep your object as a single model. Split your obj in to material groups_ for example 'columns' 'facade' 'walls' etc. Then select each material group in turn, hiding the other groups. The selected group can then be rescaled in UV mapper to take up the whole of your 4000x4000 pixel map (that's pretty large!)You can then save a seperate template map for each material group in turn remembering to tick the box that says don't include hidden facets. (Don't shift any of the bits once you've created the map)Once you created the template maps make everything visible. All the bits will overlap_ don't worry! Now resave your obj file. When you create your seperate texture maps you will have to apply them to the different material groups in poser in the materials set-up box. Hope that makes sense_ happy to enlarge if any of that needs qualification
noggin posted Wed, 13 November 2002 at 9:58 AM
oh sorry Beatyour Soul _ cross posted
Xurge posted Wed, 13 November 2002 at 10:54 AM
You can also place the parts that are the same over each other to save room. If they are going to be textured the same that is, which looks like they will be by the shape of the model. This will allow to enlarge each part to take a larger part of the texture. This will also speed up the texturing process.
BeatYourSoul posted Wed, 13 November 2002 at 11:51 AM
No problem, noggin. Anyway, you did a much better job of describing the process to which I was only alluding. :0) Also, very good point Xurge. Lots of repetition in that model. Why have four separate, identical wall textures when you can just use one for them all? BeatYourSoul